How to play
Ultima IV: Quest of the Avatar — Tronsoft Games
The short version: behave well, in public and in private, until eight shrines agree that you have. Then go and be examined on it.
Movement
Britannia is drawn on a hex grid, so there are six ways to go rather than four.
| Key | Direction | Key | Direction |
|---|---|---|---|
| Q or W | north-west | E | north-east |
| A | west | D | east |
| Z | south-west | X | south-east |
Arrow keys work too. You can also click any hex on the map and the party will walk there a step at a time, stopping the moment anything interrupts — an ambush, a coastline, a mountain wall. Each step costs one unit of food.
Mountains cannot be crossed, and water cannot be swum. For water you need the
frigate moored at Britain Harbour: stand on the harbour and type board.
land puts you ashore, and land ne puts you ashore on the
side you name, which matters on a cramped island.
Turn order
In the open land, one command is one turn. Moving, waiting, camping and searching all advance the clock; talking and buying do not.
In battle the field becomes an 11 by 9 hex grid. Your party acts first, one character at a time in party order, and then every enemy acts. The character waiting for orders is ringed in gold. On a character's turn you may:
- move one hex —
move ne - attack a numbered enemy within your weapon's reach —
attack 2 - cast a spell you have the reagents for —
cast iceball 1 - take a blow meant for a companion —
shield Iolo - hold station —
pass
A creature reduced below a quarter of its health may turn and run. Let it go and your Compassion rises. Cut it down as it flees and your Compassion falls, and the victory no longer counts as a clean one for Honor.
Raising a virtue
Every virtue is a number from 0 to 99 that you are never shown directly in play. The bars beside the map draw it; Hawkwind, the seer in Castle Britannia, will read any virtue to you in words.
| Virtue | How it is most easily raised |
|---|---|
| Honesty | Overpay a merchant. Never steal. |
| Compassion | Give to beggars. Spare fleeing creatures. |
| Valor | Win battles. Never flee one. |
| Justice | Report thieves to the magistrate at Yew. |
| Sacrifice | Give blood at a healer. Shield a companion in battle. |
| Honor | Win cleanly, and keep the promise you swear at Trinsic. |
| Spirituality | Meditate at a shrine. |
| Humility | Answer Lord British humbly when he offers you the chance to boast. |
Being elevated
Three things must be true at once: you hold that virtue's rune (search the
town), you know its mantra (ask a teacher there about the mantra),
and the virtue itself stands at 99. Then at its shrine:
meditate om 3
Three cycles, with the right mantra. Do that for all eight.
Winning
Eight elevations are necessary and not sufficient. You also need:
- The Bell of Courage — sail to the wreck in the eastern sea and
dive. - The Book of Truth — at the Lycaeum.
search book. - The Candle of Love — at Cove.
search candle. - The Word of Passage — three coloured stones, one at the bottom of each of the three dungeons, each placed on its matching altar. Each altar gives one syllable; the three together spell the word.
At the Abyss: use bell, use book, use candle,
then say the word. Descend eight levels. The Codex asks eleven
questions about the virtues and the three principles they spring from. Answer
all eleven and you are the Avatar, and the quest is over.
Losing
You cannot lose permanently. If the whole party falls, you wake in Castle Britannia with half your gold and half your health, and the frigate is found back at its berth. If you answer the Codex wrongly, you are set down at the mouth of the Abyss and may descend and try again.
Running out of food is survivable too: the party starves slowly rather than
dying outright, which gives you time to reach a provisioner. Yew sells food and
torches; healers restore the party for a hundred gold; Lord British heals you
for nothing if you ask after his health.
Restarting and saving
Save journal keeps one saved game in your browser's local storage; Load journal brings it back, and you will be offered it automatically next time you open the game. New quest starts again with a newly generated Britannia — the towns and shrines stand in the same relation to one another, but the coasts, forests and mountains are different. Starting a new quest does not erase the saved journal.
A first hour
- Walk to Castle Britannia and
talk lord british. Ask about thequest, theavatar, thecodexand theabyss. Answer himhumbly— repeatedly, if you like. - Go to Britain. Buy leather and a long sword. Ask the healer about the
mantra, thensearch rune. Give to the beggar until Compassion is full, then recruit Iolo. - Yew next: rune, mantra,
report thiefuntil Justice is full, and buy food and torches for the road. - Keep going. Each town holds a rune, a mantra, a companion and a way to practise its virtue.
The full command list and every scoring rule are in the player's manual,
docs/manual.pdf.